Also, just a thought, but this is The Future, so most doors will probably be keycoded and made out of material you can't just bash in with your shoulder. So physical skill may not matter too much for that.

Hm.jack1974 wrote:While Anima is in charge of doing the battle rules, I am in charge of the non-combat skills![]()
Now about the real question, I want to narrow the skills into 8 non-combat skills. Doing more would be too much, since even in this list there are already some skills that could be similar for certain situation (like lockpicking, could be either sabotage or science even if this last one would involve more hacking than lockpicking). I have this list:
1.Physical (jumping high, resisting impact, etc)
2.Survival (like finding food in a inhospitable environment, scouting, etc)
3. ??? (was Psionics, but I'm looking for another skill)
4.Charisma (leadership abilities, convince others of your ideas)
5.Science (hacking a terminal, fixing a device, etc)
6.Medicine (healing someone, human/alien anatomy knowledge, etc)
7.Sabotage (both using explosives, or stealth to infiltrate)
8.ESP (empathy, sixth sense)
jack1974 wrote:The system was allowing skills and specializations, so we could had:
Science with specialization in: Medicine, Engineering, etc
jack1974 wrote:But while was cool, was too big scope for this game (I can't include 150 different skill checks!).
I like the idea of grouping Culture, Charisma, Leadership into one.jack1974 wrote:So far I have: Athletics Survival Culture Charisma Science Medicine Sabotage ESP
But since in the game there are 3 missions each faction in the first two chapters, and each mission allows you to use 2 non-combat skills, for the sake of balancing and to reduce the skills from 8 to 6, I might group Survival on Sabotage (since I was using it for scouting, hunting, etc) and maybe group Culture & Charisma under Leadership (even if they ARE different: you could be a good charismatic leader but not know about the alien races/lore). The most similar would be Science and Medicine I guess, even if Medicine was used to determine the amount of HP healed with first aid kits, I guess that the value could be influenced by Science now.
I also think the distinction between this skills is a bit fuzzy.Falaris wrote: Survival, Sabotage, Science, Medicine. This is a bit muddled, I think. Survival skills include first aid, normally. But that's also medicine. Sneaky is in both survival and sabotage. Bomb disposal or bomb manufacture would easily fit in science even when sabotage is the specific skill for it. I can't help think this could do with a bit of rephrasing or redefining. I also feel mechanic is missing.
If instead of survival it was named "scouting" it would also include stealth, the survive in the wilderness but not the medical bonus. And then Sabotage could be more explosions/mechanics/hacking without stealth.Falaris wrote: About survival, if you want to make it less vague, another term you could use could be Fieldcraft. It would help a bit on separating it from sabotage and medicine, if that is an advantage.
About sabotage, tradecraft could be an alternative. (A catch-all for all sorts of covert, spyish stuff including encryption, lockpicking etc, but it is a bit Tom Clancy.
(Doing things subtly while seen = tradecraft, not being seen = fieldcraft, for a distinction on which wold be used for what sort of stealthy bits).
Yes that's how I consider them for this game. I think as long as I write clearly in the skills description the definition should be OKnullzero wrote:If instead of survival it was named "scouting" it would also include stealth, the survive in the wilderness but not the medical bonus. And then Sabotage could be more explosions/mechanics/hacking without stealth.
Code: Select all
1 Rumi ESP
2 Damien Sabotage
3 Tom Piloting
4 Philipp Scouting
5 Rebecca Athletics
6 Michelle Charisma
7 Jacob Science
8 Milo Culture